#extension GL_ARB_texture_rectangle : require

varying vec2 vTexCoord;

uniform sampler2DRect 	gDiffuse;

void main() {
	float alpha = gl_Color.a;
	vec4 vTex = texture2DRect(gDiffuse, vTexCoord);

	// Blend with existing frag colour
	gl_FragColor = vec4(vTex.rgb, alpha);
}
